[QUOTE=John117;39354144][t]http://i.xomf.com/yslfg.jpg[/t][/QUOTE]
Is this still a WIP? I think the textures need more work, it looks kinda dull. is the green part supposed to plastic? metal? Some of the scratches, grime don't really make sense either. The model looks really nice but the textures are making it look pretty bad right now.
Any tutorial on how to make a good metal texture? Because I need to texture this shit:
[IMG]http://i.imgur.com/nVIcYBE.png[/IMG]
[QUOTE=soullink;39359522]Any tutorial on how to make a good metal texture? Because I need to texture this shit:
[IMG_thumb]http://i.imgur.com/nVIcYBE.png[/IMG_thumb][/QUOTE]
I would suggest starting with a metallic gradient layer, such as these.
[url]http://photoshopland.com/downloads/photoshop-gradients/the-ultimate-gradients-pack-1/[/url]
then you can apply a subtle noise layer over that gradient and it will give you something like this.
[img]http://i.imgur.com/GsGHVVv.jpg[/img]
It's a pretty good base, beyond that you need to tweak it depending on your uv. Perhaps there are better ways, but this one is fast and not too bad.
Yeah, but It's too modern...
[QUOTE=soullink;39360933]Yeah, but It's too modern...[/QUOTE]
[url]http://cg.tutsplus.com/tutorials/photoshop/how-to-hand-paint-convincing-metal-textures/[/url]
This is a great technique that you should be able to apply to all styles, not just scifi.
[QUOTE=Anthracite;39359861]I would suggest starting with a metallic gradient layer, such as these.
[url]http://photoshopland.com/downloads/photoshop-gradients/the-ultimate-gradients-pack-1/[/url]
then you can apply a subtle noise layer over that gradient and it will give you something like this.
[img]http://i.imgur.com/GsGHVVv.jpg[/img]
It's a pretty good base, beyond that you need to tweak it depending on your uv. Perhaps there are better ways, but this one is fast and not too bad.[/QUOTE]
I wouldn't recommend using gradients, unless if you can only have a diffuse map and even then highlights would be better if painted by hand.
Here are a few guides/tutorials/tips that should help you:
[url]http://cg.tutsplus.com/tutorials/photoshop/how-to-hand-paint-convincing-metal-textures[/url] (this is more scifi-ish but you just have to use a different metal base)
The following 2 aren't for metals only for everyone to see as they are good tips:
[url]http://www.manufato.com/?p=902[/url]
[url]http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/the_top_ten_tips_of_texturing[/url]
[QUOTE=Anthracite;39359861]I would suggest starting with a metallic gradient layer, such as these.
[url]http://photoshopland.com/downloads/photoshop-gradients/the-ultimate-gradients-pack-1/[/url]
then you can apply a subtle noise layer over that gradient and it will give you something like this.
[img]http://i.imgur.com/GsGHVVv.jpg[/img]
It's a pretty good base, beyond that you need to tweak it depending on your uv. Perhaps there are better ways, but this one is fast and not too bad.[/QUOTE]
So they had tools capable of metal turning in middle ages? Okay...
It needs to be wrought iron or cast iron.
I'm aiming for something like this:
[quote][IMG]http://images.wikia.com/nehrim/images/a/af/Rusty_Iron_Shield.jpg[/Img][/quote]
Or like the steel stuff in Skyrim, with less ornament.
Also, It's the shield from the TESO trailer, so I don't have high quality screenshot, but here what it look like:
[quote][IMG]http://i.imgur.com/p9HawxF.png[/IMG][/quote]
(I need to fix the wood)
[t]http://i.cubeupload.com/3F3eZP.jpg[/t]
Made a grenade today, gona throw it in Zbrush later and dirty it up.
[QUOTE=MrBunneh;39314016]I made this knife. it might go into tf2, i dunno. AO needs cleaning up, 323 tri's so it's probably un-optimized as fucc.
[b][/b] ([url=http://p3d.in/cz73E/shadeless]View in 3D[/url])
[url=http://p3d.in/cz73E/shadeless][img]http://p3d.in/model_data/snapshot/cz73E[/img][/url]][/QUOTE]
This needs to be in the TF2 workshop
I've been considering buying TurboSmooth Pro. Would you guys recommend it?
Working on some semi lowpoly stuff for someone (these are going to be seen from an RTS view)
[thumb]http://filesmelt.com/dl/Tower_rend.png[/thumb]
672 tris
(without any baked detail)
[thumb]http://filesmelt.com/dl/wiptowerage21.png[/thumb]
(with baked detail)
[thumb]http://filesmelt.com/dl/highpolyvslowpoly.png[/thumb][thumb]http://filesmelt.com/dl/towerwireframe2age.png[/thumb]
zbrush on the left marmoset render on the right, working on texturing it next.
686 tris
[QUOTE=KK3568;39371055]This needs to be in the TF2 workshop[/QUOTE]
woah dude, thanks! I'm working on an item set so maybe expect it!
[t]http://media.moddb.com/images/members/1/96/95390/theaterseat.jpg[/t]
[t]http://media.moddb.com/images/members/1/96/95390/blasterrender.jpg[/t]
stuff or something
[t]https://dl.dropbox.com/u/21161113/de_tydirium_b10001.jpg[/t]
Containers from space obviously since they have MORE SIDES.
You really should build some half-hexagons to fill those gaps.
I'd probably just make those with hammer.
A little speedsculpt I did yesterday in zbrush.
[URL=http://i.imgur.com/17hXUpy.jpg][IMG]http://i.imgur.com/17hXUpyl.jpg[/IMG][/URL]
Kinda inspired by Dishonored style.
Does his skull collapse in on itself towards the top or is that just the shadow
that's obviously the shadow
[img]https://dl.dropbox.com/u/5479044/GlassOJuice01.gif[/img]
Hu Hu
Thanks for the comments, Azgag. I tried to think more carefully about the texture this time:
[IMG]http://i.xomf.com/lghdy.jpg[/IMG]
[QUOTE=John117;39390693]Thanks for the comments, Azgag. I tried to think more carefully about the texture this time:
[t]http://i.xomf.com/lghdy.jpg[/t][/QUOTE]
It looks nice John!, I think you can push the specular a little bit more, like a few light scratches (put them only in the specular so they only show up when light is shinning on them directly), the diffuse looks fine tho.
[QUOTE=John117;39390693]Thanks for the comments, Azgag. I tried to think more carefully about the texture this time:
[IMG]http://i.xomf.com/lghdy.jpg[/IMG][/QUOTE]
The bake looks fine but the texture just to me looks incredibly dark and the blackness of the metal scratching looks just odd.
You need to define the materials in the specular map more.
also try lessening / smudging the grime on the buttons
[editline]28th January 2013[/editline]
unless they're scratches/
[IMG]http://i.cubeupload.com/SRfXYe.gif[/IMG]
[t]http://i.cubeupload.com/pZpv0R.jpg[/t]
[t]http://i.cubeupload.com/B3g19g.jpg[/t]
[t]http://i.cubeupload.com/abUf91.jpg[/t]
[t]http://i.cubeupload.com/WTDsOT.jpg[/t]
I think im pretty much done with this, happy how it turned out!
Been working on a mp7. this is technically my first high-poly surface modeling try.
[t]http://i.imgur.com/N58VWO7.jpg[/t]
[t]http://i.imgur.com/NxZLOb8.jpg[/t]
if anyone has crits i would love to hear em. im not finished yet still have todo some floating objects and stuff before i move on to the low poly.
[QUOTE=John117;39390693]Thanks for the comments, Azgag. I tried to think more carefully about the texture this time:
[IMG]http://i.xomf.com/lghdy.jpg[/IMG][/QUOTE]
Where do you get your inspiration from for all these high tech looking things you've been modeling?
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